#include "inventory.h"
#include "auth.h"
#include "ban.h"
+#include "gamedef.h"
struct LuaState;
typedef struct lua_State lua_State;
+class IWritableToolDefManager;
+class IWritableNodeDefManager;
/*
Some random functions
};
class Server : public con::PeerHandler, public MapEventReceiver,
- public InventoryManager
+ public InventoryManager, public IGameDef
{
public:
/*
// Envlock and conlock should be locked when using Lua
lua_State *getLua(){ return m_lua; }
+
+ // IGameDef interface
+ // Under envlock
+ virtual IToolDefManager* getToolDefManager();
+ virtual INodeDefManager* getNodeDefManager();
+ virtual ITextureSource* getTextureSource();
private:
// Scripting
// Envlock and conlock should be locked when using Lua
lua_State *m_lua;
+
+ // Tool definition manager
+ IWritableToolDefManager *m_toolmgr;
+
+ // Node definition manager
+ IWritableNodeDefManager *m_nodemgr;
/*
Threads
*/
u16 m_ignore_map_edit_events_peer_id;
- Profiler *m_profiler;
-
friend class EmergeThread;
friend class RemoteClient;
};